WANTED: Programmer (read this ;)
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
WANTED: Programmer (read this ;)
A few months ago I made some graphics, music, and an editor for a
sokoban game (Soko Rat). However, I think a PC is not the machine for
such spare-time games. In my opinion this game would be perfect for
the PSP because:
* The screen-resolution is perfect for this game
* Sokoban IS a chill-out game
* Mind games are better on a coutch than behind a desk.
* A PSP has no limits on 2D games due to it's damn fast hardware.
Is anyone able and willling to help me with this project?
My wishlist is small but clear.
* Smooth movement of charachters/items. (The rat is allready fully animated)
* Anti-aliased graphics implementation. (I'm responsible for that :)
* Only pixelized text (I'm responsible for that aslso :)
* A clean use of fading out algorytms for the music.
* An overall professional looking 2d game. (like those 90's amiga / super nintendo games)
* A level editor for exchanging levels. (This editor must be selectable from the main menu)
* An option to import graphics (accessable from the main game menu)
P.S. Sorry about not introducing myself properly on this forum,
but I don't have much time right now
Regards, Randy!
the editor for windows
sokoban game (Soko Rat). However, I think a PC is not the machine for
such spare-time games. In my opinion this game would be perfect for
the PSP because:
* The screen-resolution is perfect for this game
* Sokoban IS a chill-out game
* Mind games are better on a coutch than behind a desk.
* A PSP has no limits on 2D games due to it's damn fast hardware.
Is anyone able and willling to help me with this project?
My wishlist is small but clear.
* Smooth movement of charachters/items. (The rat is allready fully animated)
* Anti-aliased graphics implementation. (I'm responsible for that :)
* Only pixelized text (I'm responsible for that aslso :)
* A clean use of fading out algorytms for the music.
* An overall professional looking 2d game. (like those 90's amiga / super nintendo games)
* A level editor for exchanging levels. (This editor must be selectable from the main menu)
* An option to import graphics (accessable from the main game menu)
P.S. Sorry about not introducing myself properly on this forum,
but I don't have much time right now
Regards, Randy!
the editor for windows
Last edited by koekebakker on Tue Feb 14, 2006 8:21 am, edited 8 times in total.
Long live Nord Lead 3, JP-8080 and FL Studio
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
Re: WANTED: Programmer (read this ;)
delete this post please :)
Long live Nord Lead 3, JP-8080 and FL Studio
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
Hey! thanks. A first response after only a few hours. I'm pleased :)0xAVGP wrote:Well, I am interested!
GreetZ AVGP
I forgot to say that this is a total freeware project. Still interested? ;)
Can I have your e-mail for further communication AVGP? and some
personal info is also welcome. You can contact me at [email protected]
(MSN) So we can talk about what is possible and about our skills.
Hopefully this project will get off the ground!
Thanks again AVGP
I also forgot to tell that I don't have any PSP programming experience...
Tonight I will dive into the hardware world of the PSP (palettes, image
size limits, audio limits, etc...)
Last edited by koekebakker on Tue Feb 14, 2006 8:29 am, edited 1 time in total.
Long live Nord Lead 3, JP-8080 and FL Studio
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
I'd gladly help out too, but I'm quite short on time, as I also work on the PMPMOD GUI version (so my specialty is getting graphics displayed and also everything that includes logics) and that's my first priority project ATM. However, if you have any questions or just are stuck with the coding, don't hesitate to come talk to me :)
However, I must admit that I don't know Sokoban yet, so I'm not familiar with the game engine. But that shouldn't be a problem once I take a look at it :)
Just contact me on ICQ or drop me a mail, I'll send you my adress with PM
However, I must admit that I don't know Sokoban yet, so I'm not familiar with the game engine. But that shouldn't be a problem once I take a look at it :)
Just contact me on ICQ or drop me a mail, I'll send you my adress with PM
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- Joined: Tue Feb 14, 2006 4:47 am
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
Okay, I've done some clean main screen editing today. See below:
This is the prototype screen how the game should look like.
Download the image and place it in the PSP/PHOTO dir to view
it on the PSP. The colours are much brighter on the PSP than in (my) TFT
screen.
I'll get to you both tomorrow! I wish it was finished allready :)
This is the prototype screen how the game should look like.
Download the image and place it in the PSP/PHOTO dir to view
it on the PSP. The colours are much brighter on the PSP than in (my) TFT
screen.
I'll get to you both tomorrow! I wish it was finished allready :)
Long live Nord Lead 3, JP-8080 and FL Studio
I downloaded a free Sokoban clone yesterday and played a bit around with it. Actually it's quite simplistic in design, yet demanding on logic to get all boxes to their locations :) So it won't be too hard to implement the game logic and with the graphics you made it will look awesome :)
I just don't have a clue about music stuff, so maybe I'll just take a little look into the SDK samples and try to figure out some basic knowledge.
Oh, and like I said in my PM, I'm out on holiday for a week starting tomorrow evening. So I'm no help this week.
I just don't have a clue about music stuff, so maybe I'll just take a little look into the SDK samples and try to figure out some basic knowledge.
Oh, and like I said in my PM, I'm out on holiday for a week starting tomorrow evening. So I'm no help this week.
Hi to all,
Your Graphics are awesome, there are a sokoban for psp with free source code and is very simple to adapt with your graphics. The game and source are on : http://psp-news.dcemu.co.uk/files/pspsokoban-0.9.tar.gz
I will be happy if you want to work with me,
Kind Regards,
Warrick.
Your Graphics are awesome, there are a sokoban for psp with free source code and is very simple to adapt with your graphics. The game and source are on : http://psp-news.dcemu.co.uk/files/pspsokoban-0.9.tar.gz
I will be happy if you want to work with me,
Kind Regards,
Warrick.
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- Joined: Tue Feb 14, 2006 4:47 am
Thanks Warrick, but I'm affraid that pspsokoban is'nt quiteWarrick wrote:Hi to all,
Your Graphics are awesome, there are a sokoban for psp with free source code and is very simple to adapt with your graphics. The game and source are on : http://psp-news.dcemu.co.uk/files/pspsokoban-0.9.tar.gz
I will be happy if you want to work with me,
Kind Regards,
Warrick.
compattible withmy graphicsset. My graphics are overlapping eachother.
Means that displaying graphics will need a more complicated approatch.
The order of displaying the moving rat and the static tiles are variable (I
think)
Long live Nord Lead 3, JP-8080 and FL Studio
I know that you have a lot of more tiles but your level maps has the index of each tile, I only say that is "simple" pick or use pspsokoban and ADD support for png graphics for example, for use more tiles, add animation to our hero, add sound, add menu, add skin support if you want etc...
If you want to contac me you can at: [email protected]
Rgds to all
Warrick
If you want to contac me you can at: [email protected]
Rgds to all
Warrick
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- Posts: 8
- Joined: Tue Feb 14, 2006 4:47 am
You're right. I spoke too soon. But that's because I always begin
from scratch with anything I do :)
I sertainly note your mail adres in my contact list.
Before I start this project I have some time to find anything out.
You all are know how to deal with graphics/tiles so I have
some questions before I make time consuming mistakes.
* Are there pallete limits
I keep sokoban within 1024 colours so
that should'nt be any problem... I suppose
*Is there a video memory limit?
(I did something on GBA, but that was a
terrible machine to deal with videomem)
* Is it possible to use MP3's (or other compressed
wav formats) for music.
I hope I dont have to go 10 years back to
create .MOD files again.
*Is there a documented site/file about memory,
screenmodes and ther technical info about the PSP?
I have searched allready but did'nt find anything
good.
Regards!
from scratch with anything I do :)
I sertainly note your mail adres in my contact list.
Before I start this project I have some time to find anything out.
You all are know how to deal with graphics/tiles so I have
some questions before I make time consuming mistakes.
* Are there pallete limits
I keep sokoban within 1024 colours so
that should'nt be any problem... I suppose
*Is there a video memory limit?
(I did something on GBA, but that was a
terrible machine to deal with videomem)
* Is it possible to use MP3's (or other compressed
wav formats) for music.
I hope I dont have to go 10 years back to
create .MOD files again.
*Is there a documented site/file about memory,
screenmodes and ther technical info about the PSP?
I have searched allready but did'nt find anything
good.
Regards!
Long live Nord Lead 3, JP-8080 and FL Studio
Same here. Most of the time it's more time consuming to integrate new stuff into already finished code anyhow. However, having some 'working reference' isn't bad at all.You're right. I spoke too soon. But that's because I always begin
from scratch with anything I do :)
There are 8bit (256 colors) and 4bit (16 colors) paletted texture formats, and I think the 8bit format should be enough for the tiles texture (there's also 16bit and 32bit palette formats supported, however, they're not as useable as wanted because there's still always only 256 active entries). If not I'd rather stick to 16bit textures than decreasing the number of colors though. It's not that the texture we need would be too big with 16bits. For display format I'd also stick to 16bit, unless we're going to do a lot of blending effects anywherekoekebakker wrote: You all are know how to deal with graphics/tiles so I have
some questions before I make time consuming mistakes.
* Are there pallete limits
I keep sokoban within 1024 colours so
that should'nt be any problem... I suppose
The video memory of the PSP is 2MB in size, so including a framebuffer and a backbuffer consisting of 512*272*2 bytes each, there'd be about 1,5MB left for the graphics, which should be more than enough for this game. Even if it wouldn't - the PSP is designed for heavy use of texture uploads from system ram without big performance drop.*Is there a video memory limit?
(I did something on GBA, but that was a
terrible machine to deal with videomem)
The PSP has an inbuilt MP3 decoder, however, it isn't available for games due to licenses and also still there's no info available on how to use the inbuilt Media Engine codecs anyhow. So we'd need to adopt a freeware mp3 playling library and integrate it into the game. Most likely there's someone with more knowledge out there that can give more information on how easy that would be.* Is it possible to use MP3's (or other compressed
wav formats) for music.
I hope I dont have to go 10 years back to
create .MOD files again.
Well, I found one document a guy pulled together here on the forums once. He called it "Yet Another PSP Documentation" I think and up to then it was quite complete of the informations that were known about the PSP (use search function or just ask me and I'll send you the document).*Is there a documented site/file about memory,
screenmodes and ther technical info about the PSP?
I have searched allready but did'nt find anything
good.
Then there's also the PS2Dev wiki with technical information on the PSP hardware and also the header files/documentation for the GU in the SDK.
For a brief overview however it's enough to say, that the PSP supports following screenmodes: 4bit paletted, 8bit paletted, 16bit BGR/BGRA and 32bit BGR/BGRA. The PSP contains 32MB of system ram of which 24MB are available for the user, and 2MB of VRAM as I said above.
Anybody has the 4 dot gif images posted previusly by koekebakker?, the rat walking to right, to left, to up and to down?
If anybody has can send me to [email protected], or post here.
Kind Regards for all,
Warrick.
If anybody has can send me to [email protected], or post here.
Kind Regards for all,
Warrick.